White Zetsu, War Arc (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

White Zetsu[edit]

Medium plant (Zetsu), lawful neutral


Armor Class 17 (Natural Armor)
Hit Points 75 (10d8 + 30)
Speed 50 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 8 (-1) 15 (+2) 8 (-1)

Saving Throws Dex +7, Cha +3
Skills Acrobatics +7, Deception +3, Perception +6, Sleight of Hand +7, Stealth +7
Senses passive Perception 16
Languages Common
Challenge 10 (5,900 XP)


Chakra. White Zetsu has 33 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. White Zetsu can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Evasion. When White Zetsu is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Natural Constitution. White Zetsu does not need to eat, drink, or sleep. If he is touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half his chakra points, he must attempt a DC 16 Constitution saving throw. On a failure, he becomes paralyzed until the end of his next turn.

ACTIONS

Multiattack. White Zetsu makes 2 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. White Zetsu may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Regeneration (4/Day). As a bonus action, White Zetsu regains 3 hit points or 1 chakra point.

Hashirama Regeneration (5 Chakra). As a bonus action, White Zetsu regains 8 (1d10 + 3) hit points. White Zetsu may use this once at the beginning of each of his turns without losing his bonus action.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, White Zetsu can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). White Zetsu's movement speed doubles, and his movement does not provoke attacks of opportunity.

Chakra Transfer Technique (1+ Chakra). One creature that White Zetsu touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Disguise (6 Chakra). White Zetsu becomes indistinguishable by sight, sound, touch, smell, taste, and chakra sense from another creature of his choice that he has seen. While this is active, Zetsu may have one non-dojutsu feature of your choice from the creature that you have copied.

'Mayfly (7 Chakra). As a bonus action, White Zetsu and all items he is carrying can pass through wood, dirt, and stone for 1 minute. This does not stop him from being able to deal or take damage. Additionally, while completely submerged in an object, he gains a 15 foot bonus to your movement speed.

Spore Technique (6 Chakra). White Zetsu becomes Tiny and unconcious, and he may add his proficiency bonus to Stealth checks an additional time until he ends this jutsu at will.

Giant Zetsu (6 Chakra). White Zetsu combines with one other White Zetsu he can touch. He is killed instantly, and the other White Zetsu gains a +1 bonus to attack and damage rolls, saving throw DCs, and AC, and 6 additional chakra. If the White Zetsu spends 6 chakra, it loses these effects.

Wood Jaws (10 Chakra). One creature within 5 ft. must attempt a DC 15 Strength saving throw, becoming restrained on a failure. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and White Zetsu regains an equal number of chakra points or increases the DC of the next saving throw of this kind by an equal number.

REACTIONS

Substitution (3+ Chakra). When White Zetsu is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. White Zetsu can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Shiro_Zetsu_Army.png
[Source].

After being enhanced by Yamato's mastery of Hashirama's DNA, an army the size of nations of White Zetsu poured from the Land of Graves. Fighting alongside Kabuto's reanimated shinobi, most of the 100,000-strong forces either killed a large number of genin or were quickly stomped out by chunin and jonin they were unable to combat. With a fragment of their forces remaining, the force switched tactics, disguising themselves as those they had killed, hiding the bodies, and infiltrating key medical and command points. It was only until Naruto's numerous shadow clones and their ability to sense negative emotions entered the fight that the White Zetsu Army was truly defeated, though remnants remained in ruins and caves.



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